package com.jdy.haoduoaiteacher.view;//package com.jdy.haoduoaiteacher.view;
//
//import android.annotation.SuppressLint;
//import android.content.Context;
//import android.graphics.Bitmap;
//import android.graphics.Canvas;
//import android.graphics.Color;
//import android.graphics.Paint;
//import android.graphics.Rect;
//import android.util.AttributeSet;
//import android.view.MotionEvent;
//import android.view.View;
//
//public class ScrollableImage extends View {
//  private Bitmap bmLargeImage; // bitmap large enough to be scrolled
//  private Rect displayRect = null; // rect we display to
//  private Rect scrollRect = null; // rect we scroll over our bitmap with
//  private int scrollRectX = 0; // current left location of scroll rect
//  private int scrollRectY = 0; // current top location of scroll rect
//  private float scrollByX = 0; // x amount to scroll by
//  private float scrollByY = 0; // y amount to scroll by
//
//  private int width, height;
//
//  private Paint background;
//
//  public ScrollableImage(Context context, AttributeSet attrs) {
//    super(context, attrs);
//  }
//
//  public ScrollableImage(Context context, AttributeSet attrs, int defStyle) {
//    super(context, attrs, defStyle);
//  }
//
//  public void setSize(int width, int height) {
//    background = new Paint();
//    background.setColor(Color.WHITE);
//    this.width = width;
//    this.height = height;
//
//    // Destination rect for our main canvas draw. It never changes.
//    displayRect = new Rect(0, 0, width, height);
//    // Scroll rect: this will be used to 'scroll around' over the
//    // bitmap in memory. Initialize as above.
//    scrollRect = new Rect(0, 0, width, height);
//    // scrollRect = new Rect(0, 0, bmp.getWidth(), bmp.getHeight());
//  }
//
//  public void setImage(Bitmap bmp) {
//    if (bmLargeImage != null)
//      bmLargeImage.recycle();
//
//    bmLargeImage = bmp;
//    scrollRect = new Rect(0, 0, width, height);
//    scrollRectX = 0;
//    scrollRectY = 0;
//    scrollByX = 0;
//    scrollByY = 0;
//  }
//
//  @SuppressLint("ClickableViewAccessibility")
//  @Override
//  public boolean onTouchEvent(MotionEvent event) {
//    return true; // done with this event so consume it
//  }
//
//  public void notifyScroll(float distX, float distY) {
//    scrollByX = distX; // move update x increment
//    scrollByY = distY; // move update y increment
//  }
//
//  @Override
//  protected void onDraw(Canvas canvas) {
//
//    if (bmLargeImage == null)
//      return;
//
//    if (scrollByX != 0 || scrollByY != 0) {
//      // Our move updates are calculated in ACTION_MOVE in the opposite
//      // direction
//      // from how we want to move the scroll rect. Think of this as
//      // dragging to
//      // the left being the same as sliding the scroll rect to the right.
//      int newScrollRectX = scrollRectX - (int) scrollByX;
//      int newScrollRectY = scrollRectY - (int) scrollByY;
//      scrollByX = 0;
//      scrollByY = 0;
//
//      // Don't scroll off the left or right edges of the bitmap.
//      if (newScrollRectX < 0)
//        newScrollRectX = 0;
//      else if (newScrollRectX > (bmLargeImage.getWidth() - width))
//        newScrollRectX = (bmLargeImage.getWidth() - width);
//
//      // Don't scroll off the top or bottom edges of the bitmap.
//      if (newScrollRectY < 0)
//        newScrollRectY = 0;
//      else if (newScrollRectY > (bmLargeImage.getHeight() - height))
//        newScrollRectY = (bmLargeImage.getHeight() - height);
//      scrollRect.set(newScrollRectX, newScrollRectY, newScrollRectX + width,
//          newScrollRectY + height);
//
//      scrollRectX = newScrollRectX;
//      scrollRectY = newScrollRectY;
//    }
//
//    canvas.drawRect(displayRect, background);
//    // We have our updated scroll rect coordinates, set them and draw.
//    canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, background);
//
//  }
// }
